Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
Closes#3519
Usages weren't consistent; since `é` isn't accessible on usual english keyboards, just use regular `e` instead of alt-223 entry.
Not sure why VS preferred to save the text files without an encoding prefix; oh well.
Default settings do not flag, as Database view does not track the savefile (LegalityAnalysis only indirectly references the latest loaded save file, not the true source).
Bulk Analysis will flag them correctly if run. Can be turned off.
* Revises legality checks to account for traveling between the three game islands (PLA/BDSP/SWSH)
* Adds conversion mechanisms between the three formats, as well as flexible conversion options to backfill missing data (thanks GameFreak/ILCA for opting for lossy conversion instead of updating the games).
* Adds API abstractions for HOME data storage format (EKH/PKH format 1, aka EH1/PH1).
* Revises some APIs for better usage:
- `PKM` now exposes a `Context` to indicate the isolation context for legality purposes.
- Some method signatures have changed to accept `Context` or `GameVersion` instead of a vague `int` for Generation.
- Evolution History is now tracked in the Legality parse for specific contexts, rather than only per generation.
struct implementing interface is boxed when passed to method that accepts interface (not generic method).
Removes IDexLevel (no other inheritors but EvoCriteria) and uses the primitive the data is stored (array, not IReadOnlyList) for slightly better perf.
Many years ago, PKX used to be a >4,000 line bloated file, which spun off multiple classes like CommonEdits and most of the early non-GUI PKM related logic. Now, it's just a stub to source the latest generation & personal table.
Separate files = more concise info, and more room to grow to do more advanced things.
Makes the IsPresent methods public (no longer internal).
* Draft checks for encounter slot mastery
* Check encounter mastery flags
* Add moves for LA static encounters that don't follow learnset
* Add moves on crossover LA static encounters
* add alpha moveset population method
Now generates and applies moves as the game does
Updates some handling of other methods to use Span
* Show better message for bad mastery init flags
* Insert descending if candidates have same level
Level 78 Yanmega:
- [01] [10] Quick Attack
- [06] [15] Gust
- [11] [20] Silver Wind
- [18] [28] Hypnosis
- [25] [35] Air Slash
- [34] [45] Ancient Power
- [43] [54] Crunch
- [43] [54] Bug Buzz
Yields:
AlphaMove
Crunch*
Bug Buzz*
Ancient Power
* Descending order due to iteration
Co-authored-by: Lusamine <30205550+Lusamine@users.noreply.github.com>
* Make EvolutionCriteria struct
8 bytes per object instead of 26
Unify LevelMin/LevelMax to match EncounterTemplate
bubble up precise array type for better iteration
* Inline queue operations, less allocation
* Inline some logic
* Update EvolutionChain.cs
* Improve clarity on duplicate move check
* Search reverse
For a dual stage chain, finds it first iteration rather than second.
* Reuses move parse result objects for each encounter parsed in a LegalityCheck attempt, instead of creating a new object.
* Ensures the objects are never-null, and makes cleanup easier.
Slightly adjusts some other parts of the moveset validation to reduce allocations.
* Accurately implement height/weight calc
* Handle GUI reads
Having Auto off will read and write the values correctly
F6 will handle all the decimal points possible
* Remove no longer needed tolerance check
Update 22.02.04
Individual commits from this PR are not cherry-pickable in a vacuum; these were manually re-committed from a staging repo in order to group together changes for general public viewing. There were over 250 commits on the private development repo for this update.
Also hange >= to > because of new GO => HOME met date legality.9/1/2022 is legal if it was transferred in somewhere like Kiribati or New Zealand, but 9/2/2022 isn't.
Thanks @SadisticMystic!
https: //github.com/kwsch/PKHeX/commit/9ce0da6c46ebea3c7c6edd1f1e0571e5ecbec739#r63579484
Co-Authored-By: Russell Jones <questiondesk@gmail.com>
what a meme
All these edge cases make me want to move all this trade OT/Nick validation into the EncounterTrade classes and just get an enum indicating what is wrong with the trainer/OT details...
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.
`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.
The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.
Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
PK4->PK5 fixes gendered Shedinja -> genderless.
Clean up PK4 ball value setters and expose those 2 properties separately.
Add edge case permission for HG/SS Sport Ball Shedinja being legal if evolved on DP (DP doesn't change 0x86, lol)
Copy PokéathlonStat and ball values individually for BK4<->PK4 conversion
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
any contest stat sum above 73 can have any sheen if you really give it trash blocks, lol
not trying to bruteforce the exact combination of consumed blocks/poffins, so these clamps may permit impossible intermediate values, but these are infrequent and meh.
Closes#3325
Can't lower contest stats, but there's no cases of them giving a pkm with contest stats in a game that can't obtain contest stats -- let's just reset instead of zero for futureproofing.
Make them extension methods too; add an overload if you want to purposefully maximize them.
0 is legal in most cases except for Gen2 and BDSP!
...it's technically possible to get 0 in BDSP if you have autosave turned on and have an Egg in your party after hatching one before it, but it will hatch immediately on your next game startup, so disallow it anyway.
verify BDSP legality restrictions
Enforce nonzero TID/SID in Trainer Editor window (can use Block Data editor to set whatever without restriction, idc).
#3305
because people couldn't hacc responsibly, I might as well give them a nudge in the right direction.
Doesn't mean I won't check your "random" choices distribution.
Yay abstractions to hide away the quirks.
BDSP traded eggs set HT_Friendship and the CurrentHandler flag, but the HatchCounter is always the OT_Friendship value.
Trades always receive BaseFriendship, instead of a hardcoded 50. Necessary to not hardcode because it's immutable for eggs.
Clicking the hatch counter label now sets it to the legal minimum hatch counter (best), and control clicking sets it to the max (worst). Check the encounter template for the true maximum.
Big thanks to @SciresM @sora10pls @Lusamine @architdate @ReignOfComputer for testing and contributing code / test cases. Can't add co-authors from the PR menu :(
Builds will fail because azure pipelines not yet updated with net6.
* Providing pkm/sav files via command line (dragging files onto exe / associated file launched) will more intelligently source a partner sav/pkm object if not provided.
* Gen1/2 mainline save files now indicate if they are VC era or GB era (legality implications) in the program title bar.
* Fixes loading VC era save backups not being recognized as VC era (`.bak` extension hides `.dat`)
* Export BAK moved to the SAV tab, which allows Export main to be deleted and Export SAV to be used as the single-click for exporting saves. `CTRL-E` is still the hotkey.
per the personal data in emerald, they are the only species that go from 2 distinct abilities to 1; since the game does not update the abilityNumber on evolution, it has the second ability being the same as the first, instead of the usual [ability,none] for all other single ability species.
* Add more memory legality checks
Includes the following new memory checks:
- 4: met in link-trade, allows all possible genlocs except dangerous place
- 7: successful fishing, allows fishable species in gen 6 and 8
- 9: paying attention to another mon, allows only available species for gen 8
- 29: encountering legendary Pokémon, only seen on Zacian, Zamazenta, Calyrex so far
- 32: riding a bike, only in genlocs where biking is possible
- 75: taken to Nursery and placed with a mon, allows only available species for gen 8
Unstubs lotto check and applies it to gen 6.
Co-Authored-By: Skadiv <62726360+Skadiv@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
* Loto-ID only has one t
* Crown Shrine has another genloc outside
* Consistent Loto name for array
Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
Co-authored-by: Matt <17801814+sora10pls@users.noreply.github.com>
Refer to previous commit, the apply-memory has a 1% chance of failing for 100% memories, resulting in the ability to have 0-memory HT via link trades.
In-game trades caused the previous logic, as those forget to set the HT memory (likely the same logic flaw as skipping the nickname check via game settings).
Apparently they don't use the bit-permission table in Bank to get a random feeling, and instead just do rand(0,10).
Our logic to set a random feeling for bank transfers is still fine, because we set [0,10) within the bit table.
Can definitely be refined as these memories can restrict to capture/hatch/gift encounters. The multi-value arrays can also be restricted for non-hatches too (maybe first element if WasEgg?)
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Since we have more metadata with move learn sourcing, we can check if it was traded to gen2 to get new moves / deleted.
Adjust call sites appropriately
might have some issues, to be ironed out maybe
Slap on interface for EntreeSlot
De-magic some 💯 numbers to indicate what they're doing
Improve perf of move-match-relearn check
Add an "else" as valid is never both values (history verifier)